Hey that’s a pretty cool result you got. I’m glad it was usable enough to allow changes. Utilizing the fact mesh points can’t go negative was clever.
Anyways, I agree the math is hard to read in parts, especially when I used arrays. I’m always trying to find ways to make the math look cleaner if possible.
That deforming idea sounds like a doable thing. I probably just need the raycast to also return the triangle index.
Cheers